Contests & Promotions

This article will complete my review of Fifth Dawn's red cards, which I began in my previous piece- consult it if you do not learn what you need about the set's contributions to the red corner of magic. As always, each card I review will be rated on a scale of 1 to 5, 1 being the worst and 5 being excellent (a rare score), and later given a short description of its play values in the both the limited and constructed tournament formats. Please remember that the statements in the article are supported by my personal opinions and experiences in DCI sanctioned tournaments, and that nearly all magic cards can be put to good use in combination with others. Now, shall we begin?

Limited Value: 3 - This creature has an ability that could prove quite useful, should a situation in which you are nearly able to finish your opponent, only impeded by a blocker or two arise. It also possesses a solid body, which is important in a deck running red as it offers a position that you can fall back on should your opponent develop a threat, and it can also become an aggressive attacker, especially if it is equipped.

Constructed Value: 1 - Krark-Clan Ogre has little potential in a competitive constructed environment, as none of its qualities or abilities rise above an average level or hint upon any combinations that utilize them.

is quite an unremarkable creature that is very unlikely to secure a slot in a competitive deck. It is simply too slow, and does not pose a major threat to your opponent when it hits the board. The only deck I can see it being played in is a reanimator deck, and as a poor man's target.

is one of the few reliable red removal spells in Fifth Dawn, though it is quite powerful, as it targets both creatures and players at instant speed the an attached scry ability, which could prove very useful. It could potentially be a first pick, unless something better should be present.

Constructed Value: 3 - It is possibly that some players substitute Magma Jet

, a fairly high pick in draft tournaments. I believe that this spell could deserve a spot in your sideboard, though it is by no means a first-pick.

Constructed Value: 1 - The only competitive Type 2 deck that runs equipment is a form of White Weenie, which is definitely not tier 1 among Mono Red Goblins, Ravager Affinity, Goblin Bidding, Tooth and Nail

Limited Value: 1 - Wow, this card is terrible. For 5 mana you will net yourself one red mana for each tapped land your opponent controls, so to even break even you must play this card a when your opponent taps more than 5 lands. It's no wonder that this card is often the last in a pack when I draft at my local hobby shop.

Constructed Value: 1 - If a card is completely unplayable in the limited format, it will hardly ever fare better in the fast and furious environment that is constructed. Mana Geyser

is a slow land destruction or artifact removal spell that has a pricey Entwine ability. In a FD-FD-FD draft it could be your only spell that fits meets your destruction needs, so you may have to run it. Mirrodin's Shatter

is fast and versatile. It can shoot your opponent's creatures or serve as an ever-present creature that pings your opponent at the end of each of his or her turns. This card is almost always a first pick if you are running a red deck.

s. The Sorcerer could make an appearance in a Mirrodin Block Constructed sligh deck though.

This concludes my review of Fifth Dawn's red cards. Unfortunately, the set wasn't exactly friendly to this color, so let's hope that the Kamigawa block brings with it a red presence as great as goblins were in the Onslaught